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Thiefy Stuff

Playing DCC, thieves have become one of my favorite classes, particularly since DCC’s weird, wild and woolly system of magic kind of puts me off of playing any caster classes. Though DCC works on the d8 Hit Die rather than the d6 Hit Die, meaning Thieves are d6, my character – with all of my really lousy HD rolls and negative modifier to Stamina/Constitution – feels like a d4 Thief!

Naturally, the thing that makes Thieves fun to play is the opportunity to do Thiefy stuff. The problem is, for both players of Thieves, DMs and the rest of the group, that Thiefy stuff is typically best done without half a dozen guys with swords, chainmail and magic wands derping around and making noise. Sometimes dungeons provide opportunities to flex those Thief muscles, disarming traps, opening locks and chest, but what you really want to do sometimes as the Thief is some truly daring late-night breaking and entering back in town. Who hasn’t wanted to relive the thrill of Bafford Manor heist in their D&D game?

The problem is multipart: the Thief usually wants to run this sort of job solo – no sense in having half a dozen guys banging clanking and wisecracking while you’re trying to sneak through a temple or a mansion – which means that most players will have nothing to do while the Thief does his thing. At most, some members of the party may be wrangled into being look-outs. The best time to do Thiefy stuff is when only a small group has shown up, if you can’t wrangle your DM into some solo time. The other issue is that the DM is now obliged to actually map whatever temple or manor you’re hoping to rob.

Where am I going with this? You’ll find out tomorrow when I post my review of Castles of Mad King Ludwig!